for some reason the meshes looks to be vertically squashed, the white box if a perfect square.im using GetClientRect to get the size for the back buffer and for the width and height param for the camera.

here is a pic of it:

here is the code im using for the camera( its a bit messy, but ill get around to cleaning it up later )

---edit---also the window size also seams to affect the way the objects looked.if the window width and height are the same, then the square box looks square like it is supposed to.

Never say Never, Because Never comes too soon. - ryan20fun

Disclaimer: Each post of mine is intended as an attempt of helping and/or bringing some meaningfull insight to the topic at hand. Due to my nature, my good intentions will not always be plainly visible. I apologise in advance and assure you I mean no harm and do not intend to insult anyone.

---edit---when i try to move objects, they have to have a larger amount of movement to visually move, is there a problem with the view matrix ?

Never say Never, Because Never comes too soon. - ryan20fun

Disclaimer: Each post of mine is intended as an attempt of helping and/or bringing some meaningfull insight to the topic at hand. Due to my nature, my good intentions will not always be plainly visible. I apologise in advance and assure you I mean no harm and do not intend to insult anyone.

i also tried using the "camera" code from the "Meshes" tutorial of the SDK and it got the exact same results( box is slightly squached verticall ).

could this be a result of using the Panda 3D exporter of 3ds Max ?ill try using a box from Blender and see if it has the same results.

Never say Never, Because Never comes too soon. - ryan20fun

Disclaimer: Each post of mine is intended as an attempt of helping and/or bringing some meaningfull insight to the topic at hand. Due to my nature, my good intentions will not always be plainly visible. I apologise in advance and assure you I mean no harm and do not intend to insult anyone.

since the order that you multiply matrices matter, what will happen is that first your rotate, then translate, so that's good (the reverse order will create an orbiting effect), but then you scale your object after you translate it. since the object is not centered around (0,0,0) after you translate it, it will become stretched when you scale it. the order that you do rotations and scaling together don't matter, but the order you do translations and either rotation or scale does matter. try doing this instead:

Attached Files

Disclaimer: Each post of mine is intended as an attempt of helping and/or bringing some meaningfull insight to the topic at hand. Due to my nature, my good intentions will not always be plainly visible. I apologise in advance and assure you I mean no harm and do not intend to insult anyone.

Both ScreenWidth and ScreenHeight are integers, so you're performing an integer division and the results is thus an integer. That is, your aspect ratio is wrong. Cast the numerator and/or the denominator to a floating point value to perform a floating point division.

I'm starting to think this has to do with your aspect ratio, where you have width/height

Thank You

From initialize():

aspectRatio = ScreenWidth / ScreenHeight;

Both ScreenWidth and ScreenHeight are integers, so you're performing an integer division and the results is thus an integer. That is, your aspect ratio is wrong. Cast the numerator and/or the denominator to a floating point value to perform a floating point division.

Thank You

Never say Never, Because Never comes too soon. - ryan20fun

Disclaimer: Each post of mine is intended as an attempt of helping and/or bringing some meaningfull insight to the topic at hand. Due to my nature, my good intentions will not always be plainly visible. I apologise in advance and assure you I mean no harm and do not intend to insult anyone.